Dark Sun: The Karsto Campaigns

Dark Sun: Grave Burden (2011) was a campaign focused on a small group of adventurers. Once mercenaries, treasure-hunters, and outliers, these characters fell into a powerful curse that has led them into dangerous encounters, complicated dilemmas, and political intrigue.

Dark Sun: The Karsto Campaigns (2016) is a continuation of their story. Dalamar Silvertongue, the sole surviving member of the original group, has succumbed to undeath. Hanibaal Demontes, an ambitious Tyrian noble with worldly plans, has been able to keep Dalamar cognizant and hanging by a thread of his former personality. Volrouak is an up and coming force to be reckoned with on the silt seas. After slaying the demagogue elemental priest Uriah, they have taken a stronghold east of Balic on the Dragon’s Palate.

The party has taken a foothold in the world and they have established many associates and underlings. The Karsto campaigns are a series of mini campaigns through the POV of these minor characters, who are in association with House Demontes and the original Grave Burden group.
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Nine city-states cling to life in the Tablelands. These cities are ruled by powerful Sorcerer-Kings, both cruel tyrants and unyielding protectors. The Sorcerer-kings have held power for many ages, and many of the people of the city-states know not of a time when their Kings weren’t in power. However, with King Kalak of Tyr recently slain by a group of conspirators, revolution in other city-states now seems possible. The city-states are harsh settlements where templars can punish, imprison, and execute nearly anyone on a whim. The outstretched dunes, barren badlands, and crawling wastes outside of these city-states are populated with dangerous monsters and are riddled with the ruins of cities long dead.

It is a world where magic drains the very essence of life. A hot dying sun smolders ominously in the sky. Ancient wars have left vast swaths of the planet sterile and desolate. Even now, druids fight a losing battle to preserve the environment. To practice magic is to tempt death at the hands of the mob, yet the cities themselves are ruled by the most powerful of defilers.
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We use SAVAGEWORLDS, which replaces the normal mechanics for Dark Sun (D&D 2e, 3/3.5e, or 4e).

visit http://athas.org/ for a variety of free supplements and information on the DARKSUN setting.